Help loading custom maps
Pending: (FS) mindsweeper.bsp
Nothing happens after that and I am rather stumped on why.
I am hoping that I am just missing something obvious here - can anyone provide help? Thanks in advance.
josepezdj wrote:
Also put your maps into Portal2/portal2_dlc1/maps instead...
Why should you put them there instead of the Portal2 folder? Just wondering...
You better place your maps in there and avoid problems...
If you're mapping indeed, change the paths in hammer in order to always save the compiled map into /Portal2_dlc1 folder... This way, we you want to build cubemaps for your maps for example, it will work, otherwise not.
josepezdj wrote:
Becasue since the DLC, portal2_dlc1 folder is the first one the game load. It became the main folder in the game path and in fact that screwed up a few things... like buildcubemaps console command, as the game searches for many files in that folder.You better place your maps in there and avoid problems...
If you're mapping indeed, change the paths in hammer in order to always save the compiled map into /Portal2_dlc1 folder... This way, we you want to build cubemaps for your maps for example, it will work, otherwise not.
Is there a tutorial on how to change the paths properly?
Then change the path to: ***$SteamUserDir\portal 2\portal2_dlc1\maps***
josepezdj wrote:
Go to Hammer and open Tools > Options > Build Programs Tab > and find "Place compiled maps in this directory before running the game".Then change the path to: ***$SteamUserDir\portal 2\portal2_dlc1\maps***
It was easier then I though. I actually did it myself 10 minutes ago, but thanks for responding 
lpfreaky90 wrote:
Just do a full compile before you release it, no need to rebuild cubemaps
Sorry for being a complete noob, but is there anything special with the so called "full compile" or is it just an ordinary compile? x)
Logic wrote:
lpfreaky90 wrote:Just do a full compile before you release it, no need to rebuild cubemaps
Sorry for being a complete noob, but is there anything special with the so called "full compile" or is it just an ordinary compile? x)
A full compile (select it from expert mode) renders both LDR and HDR lighting (so better lighting), it also renders the shadows a lot better.
Finally it compiles cubemaps for LDR and HDR, all in all it makes your map look a lot better. You should always do this before releasing your map. I wouldn't recommend this for compiles while testing since the compile takes about two times as long. (since it does a LDR AND an HDR render
)
lpfreaky90 wrote:
A full compile (select it from expert mode) renders both LDR and HDR lighting (so better lighting), it also renders the shadows a lot better.Finally it compiles cubemaps for LDR and HDR, all in all it makes your map look a lot better. You should always do this before releasing your map. I wouldn't recommend this for compiles while testing since the compile takes about two times as long. (since it does a LDR AND an HDR render
)
Good to know xD I'll probably release a map tomorrow so you probably saved me an embarrassing moment there
Thanks!
Or am I missing something?
Running full compile runs VRAD with '-both' parameter enabled but it doesn't build your maps for you.